Here is a listing of modified rules for the campaign.

Action Points:
From the Book (Page 9, Core Rule Book):
Each character starts play with Action Points. Action Points provide a player with the means to alter d20 rolls in dramatic situations. After a die roll but before the GM reveals the results, you can decide to spend an Action Point. For a character, spending an Action Point adds 1d6 to the d20 roll, helping you get closer to or exceeds the target number. An Action Point can be applied to a single die roll when making an attack roll, a skill check, an ability check, a level check or a saving throw. In some cases (as noted in the rules), a character must spend an Action Point to perform a certain activity. An Action Point spent this way does not provide an increase to a d20 roll.

In addition, most of the time it's played that once Action Points are used, they are gone forever.

My Modification:
Characters gain 1 Action Point per level to add to their Action Pool (Level 5 = 5 Action Points). This pool refreshes every game. Action Point mechanics work exactly like in the core book minus that the fact that Action Points are now 2 d6 per Point and they cannot be used for Stat checks - period. They do not increase to d8, d10, d12, etc. Again, Action Points may not be spent on Statistics checks (i.e. Strength checks, Intelligence checks, etc.) That's just too broken, mainly due to the refresh.

In addition, Action Points may not be used for the following:

To add to a saving throw against a spell or psionic effect. If you are making an AOE save, for example against a meteor swarm, then you can use Action Points for the Reflex save as it's a spell not directly targeting you.
To add to a caster level of a spell or psionic ability.
To add to magic/psionic related skill checks, i.e. spell craft, use magic device, use psionic device, etc.

In other words, Action Points do not mesh with Magic and Psionics.



Fear Checks:
Action Points may NOT be used on fear checks. Because Action Points refresh every game, they may not be allowed on Fear checks. Doing so would negate the importance of the Fear check and make it moot most times. Failure on a fear check has a variety of effects based on the severity.
Check Result
Effect
Description
Fear check failed by 1 - 4
Target is Unnerved
A stunned character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks and may not use Action Points for 1d4+1 rounds. Stunned is a less severe state of fear than shaken, frightened, panicked or petrified.
Fear check failed by 5 - 9
Target is Shaken
A shaken character takes a –3 penalty on attack rolls, saving throws, skill checks, and ability checks and may not use Action Points for 1d4+2 rounds. Shaken is a less severe state of fear than frightened, panicked or
petrified.
Fear check failed by 10 - 14
Target is Frightened
A frightened person flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –4 penalty on all attack rolls, saving throws, skill checks, and ability checks and may not use Action Points
for 1d4+3 rounds. A frightened person can use special abilities to flee; and the person must use such means if they are the only way to escape (Choosing flight or fight, if possible). Frightened is like shaken or stunned, except that the person must flee, if possible. Panicked and petrified is a more extreme state of fear.
Fear check failed by 15 - 20
Target is Panicked
A panicked person must drop anything they hold and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –5 penalty on all saving throws, skill checks, and ability checks and may not use Action Points for 1d4+3 rounds. If cornered, a panicked person cowers and does not attack, typically using the total defense action in combat. A panicked person can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
Fear check failed by 20+
Target is Stunned
A stunned person drops everything held and cannot take any actions (social included), takes a –4 penalty to AC, and loses their Dexterity bonus to AC (if any). This lasts for 1d4+3 rounds.
Critical Failure of Fear check
Target Faints
If a Fear check is met with a critical failure, the person drops all they are holding and faints on the spot, takes a –10 penalty to AC, and loses their Dexterity bonus to AC (if any) for 1d4+3 rounds. HP damage may be assessed based on environmental factors that would cause harm from fainting (i.e. fainting on the edge of a building, while climbing, on shaking ground, in a fiery building, etc.)


Critical Hits:
You roll at hit a target's Defense. If you hit and the roll on the die is within the crit range, the damage is multiplied based on the weapon. A natural 20 on the die crits and does multiplier damage automatically. For example, a target has a defense of 30. You have a weapon with a 18 - 20 crit range and x3 damage on crits. You roll an 18 and have a +10 attack bonus for a 28. You would still miss the target. If you rolled a natural 20 then you would hit and do x3 damage. I will be easy going with Action Points adding after the fact to "to hit" rolls unless they become abused. Because, as per the rules, you are supposed to roll Action Points to hit BEFORE you know the result.

Let me know if you have questions.